I'm trying to make a new track which has a part from an old track I created Example @ :26
I made it EXACTLY the same way in the new track, but the piston won't work at all. I tried a bunch of different ways, but to no avail. Can someone help me please?
There is Physics checked on the piston, and the trigger has animation and physics both checked. The piston has physics on, as well as the platform glued to it. The piston is glued to the base cross pillar.
Check that the crosspillar (or anything with physics off) isn't glued to the top part of the piston.
Things can be glued to top or bottom on the piston? I'll check that. Thanks Oski!Originally Posted by Oski
How did you get the previous version working without knowing that?Originally Posted by Jarr3tt88![]()
Thats what makes no sense to me....and I usually just glue to the bottom part so I'll just check carefully.
When I DID get the piston working, it just popped off the base it was glued to also. No clue, boggling my mind.
I HATE PISTONS
Dude your an idiot!!! I was telling you this in the party this morning!!!Originally Posted by Jarr3tt88
Try gluing the bottom half to a dummy with physics disabled and place the dummy inside the piston near the bottom. That should get it to work.
It's also very useful to use hit trigger to excluded everything else but bike so any random dynamic object won't accidentally trigger piston.
You should also hook up generic joint linear motor speed, reverse toggle with dynamic variables so you can easily adjust animation curves and direction.
Pro tip is to use proper sound source for squeeze and release.
Oski worked like a charm thanks so much! My hero! <3 Didn't try that Shifty but I'm sure it might be just as good thanks!
Pro if you did say that this morning I missed it and I apologize.
Sipe, hmmmm if only we had those options available to us! Perhaps for next time...![]()
Wait... HUHOriginally Posted by sipe![]()